Game system

ABSTRACT

Disclosed herein is a game system having a detection unit for detecting a position of a spot moved from a start spot, a measurement unit for measuring time, and a decision unit for deciding whether or not spots measured by the detection unit have enclosed an area within a set time measured from the start spot by the measurement unit. The game system further has a computation unit for computing a size of a distance between the measured spots, or a size of the area enclosed with the measured spots, when the decision unit decides that there has been enclosure. The victory or defeat of a game player is determined by the size of the length or the size of the area, computed by the computation unit.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to a game system, and more particularly toa novel game system which is a sort of position occupying game like agame of “go” but differs essentially from an indoor game like “go” inthat the body of a player is moved, and which further differs from ascramble type position occupying game such as a soccer game and a rugbygame, in that players all move in all directions within an extensivegame area.

2. Description of the Related Art

Play (including games) for children has an important part in learningrules and manners necessary for life in society, and in addition, playrequiring functional movement of the body is considered useful in thatreflexes, muscular strength, and sustaining power are developed.However, the main current of play has recently been shifted to indoorgames like television games. Particularly, there is fear for soundupbringing of young people.

Directing attention to outdoor play requiring functional movement of thebody in view of such a social background, most play falls under thecategory of a sport. Of people having a tendency to stay indoors, youngpeople watch sports, but it is regrettable that they do not positivelytake part in sports. The first reason is that every possible sportrequires troublesome, tedious practice to one degree or another. Thesecond reason is that many of the lovers of television games have had amental habit of entering into a virtual world on the screen. Unless amotion-type game having excitement of a virtual world without requiringpractice is developed, achievement of social needs for upbringing ofyoung people through outdoor sports will be fairly difficult.

As described above, the conventional game systems represented bytelevision games have the disadvantage that they are unsuitable for therelation with people and the growth and health promotion of the body,because they are exclusively employed indoors.

SUMMARY OF THE INVENTION

The present invention has been made in view of the circumstancesmentioned above. Accordingly, it is the primary object of the presentinvention to provide a novel game system which is capable of havingexcitement of a virtual world without requiring practice, also causing aplayer to move in all directions within an extensive game area incooperation with other players, and making a contribution to therelation with people and the growth and health promotion of the body.

To achieve this end, there is provided a game system comprising:detection means for detecting a position of a spot moved from a startspot; measurement means for measuring time; decision means for decidingwhether or not spots measured by the detection means have enclosed anarea within a set time measured from the start spot by the measurementmeans; and computation means for computing a size of a distance betweenthe measured spots, or a size of the area enclosed with the measuredspots, when the decision means decides that there has been enclosure;wherein victory or defeat of a game player is determined by the size ofthe length or the size of the area, computed by the computation means.

In the game system of the present invention, the decision means maydecide that there has been enclosure, when the last spot of the measuredspots is within a set distance from the start spot. In addition, the setdistance in the decision means may be varied with the lapse of timemeasured by the measurement means. Furthermore, the set time that ismeasured with the measurement means can be set so that it varies withevery start.

According to the present invention, a game requiring movement of aplayer can be performed by utilizing GPS satellites. That is, a playersets an arbitrary spot within an extensive game area in cooperation withthe other players of the self-team and moves within the game area.Furthermore, the progress of the game is made in a virtual game area.This can interest people being accustomed to indoor games such astelevision games, particularly young people. And young people are urgedto join the game. Therefore, the game system of the present invention iscapable of contributing to the relation with people and the growth andhealth promotion of the body.

BRIEF DESCRIPTION OF THE DRAWINGS

The present invention will be described in further detail with referenceto the accompanying drawings wherein:

FIG. 1 is a perspective view showing a game system constructed accordingto an embodiment of the present invention;

FIG. 2 is a block diagram showing the flag machine of FIG. 1;

FIG. 3 is a perspective view showing a referee machine or parentmachine;

FIG. 4 is a block diagram of the referee machine or parent machine shownin FIG. 3;

FIG. 5 is a diagram showing a game area;

FIGS. 6A and 6B are diagrams showing how an area is acquired in thefirst round of a game;

FIGS. 7A and 7B are diagrams showing how an area is acquired in thesecond round and the rounds thereafter;

FIG. 8 is a diagram showing the state in which an area acquired by oneteam partially overlaps that of the other team;

FIG. 9A is a diagram showing the display screen of one team, on which anarea acquired by the one team is displayed but an area acquired by theother team is not displayed;

FIG. 9B is a diagram showing the display screen of the other team, onlyan area acquired by the other team having been displayed;

FIG. 10 is a diagram showing the progress of a game displayed on thescreen of the referee machine;

FIG. 11 is a diagram showing the progress of the game displayed on thescreen of the parent machine of the A-team;

FIG. 12 is a diagram showing the progress of the game displayed on thescreen of the parent machine of the B-team; and

FIG. 13 is a diagram showing another game rule suitable for theembodiment of the present invention shown in FIG. 1.

DESCRIPTION OF THE PREFERRED EMBODIMENTS

A preferred embodiment of a game system suitable for a “positionoccupying game” will hereinafter be described in detail with referenceto the drawings.

I. Outline of the Game

In the game system of the preferred embodiment, at least two camps (alsocalled teams) play a position occupying game. The progress of the gameis all made electronically by both a “referee machine,” and a “parentmachine” distributed to each team. Players send necessary information tothe referee machine or parent machine by manipulating an electronicdevice called a “flag machine,” and also act according to a commandgiven by the referee machine or parent machine and pursuant to rules.That is, a game area virtually made in the interiors of the refereemachine and the parent machine (hereinafter referred to as a virtualgame area) is replaced with a game area having actuality (hereinafterreferred to as an actual game area), and the position occupying game isenjoyed.

In the game system of the preferred embodiment, the game participantsare divided into at least two groups, excluding a referee part. In thepreferred embodiment, one group is called an A-team and another group iscalled a B-team. The referee part acquires information necessary for thegame progress from the parent machines of both teams, while grasping thewar situations of both teams, using the aforementioned referee machine.The referee part also selects necessary information and sends it to theparent machines of both teams. The position of the referee part issuitably selected within the radio communication range between itselfand the parent machines of both teams. On the other hand, members ofeach team are players who actually move, excluding at least a person whomanipulates the parent machine. Each player with a flag machine and aportable radio machine moves in all directions through the extensive,actual game area spreading between the bases of both teams, and acquiresa region within the actual game area pursuant to predetermined rules. Ateam that first meets the decision condition described later within apredetermined time wins the game.

II. Electronic Equipment for Players

In FIG. 1, reference numeral 1 denotes a flag machine and referencenumeral 2 denotes a portable radio machine. The flag machine 1 isequipped with a global positioning system (GPS) antenna 4 for receivinga radio wave from a GPS satellite 3; a transmitting-receiving antenna 5for receiving a radio wave from a portable radio machine 2 of aself-team (hereinafter referred to as a self-radio machine) or a parentmachine (not shown) of the self-team (hereinafter referred to as aself-parent machine), and transmitting a radio wave to theself-radio-machine 2 or the self-parent machine; a main body portion 7incorporating an electric unit 6 which has a GPS position measuringfunction and a data transmitting-receiving function; and a proximalportion 9 for supporting the main body portion 7 through a stay 8. Theportable radio machine 2 is equipped with an antenna 10 for receiving acommand, relayed through the electronic unit 6 of the flag machine 1,and transmitted from the self-parent machine (e.g., a voice synthesiscommand, or a voice command from the operator of the self-parentmachine), and for transmitting a response. The portable radio machine 2is also equipped with an electronic circuit section 11 having aloudspeaker function and a response function (a voice response or aswitch operation response) for the aforementioned command.

The flag machine 1 is used for inputting information on an arbitraryspot in the actual game area (latitude-longitude information) to thevirtual game area. That is, if the flag machine 1 being operated isplaced on the ground, a switch (not shown) in the proximal portion 9 isswitched on by the dead weight of the flag machine 1. In response tothis, the coordinate information at the spot (measured by the use of aradio wave from the GPS satellite 3) is transmitted from the antenna 5to the self-parent machine. The coordinate information is furthertransmitted from the self-parent machine to the referee machine. Theswitch in the proximal portion 9, the GPS antenna 4, and the electronicunit 6 constitute position detection means.

The actual game area, incidentally, includes not only flat ground but alarge number of obstacle zones such as sharp slopes (a cliff, etc.),damp ground, ponds, rivers, etc. It is desirable that the flag machine 1be constructed so that even in such obstacle zones, it can perform themeasurement of spot information and the transmission of informationwithout difficulty. The stay 8, for example, can be constructed to befreely flexible so that the directivity of the GPS antenna 4 ortransmitting-receiving antenna 5 is obtained even at a sharp slop. It isalso desirable that the flag machine 1 float on water. Furthermore, itis desirable in consideration of water depression or use in rainyweather that it prevent an entrance of water.

The role of the portable radio machine 2, as described above, amplifiesa command (voice) given by the self-parent machine and sends out theresponse to the self-parent machine. However, it is also possible toallot this role to the flag machine 1. That is, the electronic unit 6 ofthe flag machine 1 may have both the function of amplifying a command(voice) sent from the self-parent machine and the function of sendingback the response to the self-parent machine. If done in this manner,the portable radio machine 2 can be eliminated. In the case of employingthe portable radio machine 2, it is preferable that the communicationdistance between the flag machine 1 and the portable radio machine 2 beas short as possible (about 20 to 30 m). This prevents an unjustifiableact, which disturbs the progress of a game, such as far movement of aplayer with the portable radio machine 2 from the flag machine 1 toscout an enemy team.

FIG. 2 shows the construction of the flag machine 1. The flag machine 1,in addition to having the GPS antenna 4 and the transmitting-receivingantenna 5, is further equipped with a GPS receiver 12, atransmitter-receiver 13, a switch input section 14, an installationdetecting section 15, a read-only memory (ROM) 16, a random accessmemory (RAM) 17, a display unit 18, a voice output unit 19, and acontrol section 20. Each section, excluding the GPS antenna 4, thetransmitting-receiving antenna 5, and the installation detecting section15, is mounted in the electronic unit 16 shown in FIG. 1, and theinstallation detecting section 15 is incorporated into the proximalportion 9 shown in FIG. 1. The essential section (particularly the GPSposition-measuring section) of the flag machine 1 is replaceable with acommercially-available car navigation unit. The section, including thecontrol section 20, the ROM 16, the RAM 17, the display unit 18, and thevoice output unit 19, is also replaceable with a computer appliedproduct such as a game machine, a personal computer, etc. Furthermore,the installation detecting section 15 is not limited to a type detectinga spot when installed on the ground. For example, the installationdetecting section 15 may be of a push button type where a spot isdetected and marked if a player pushes the button.

The GPS antenna 4 is, for example, a mirostrip patch antenna, employinga Teflon board, which has semispherical directivity, for receiving aright-handed polarized wave signal of about 1.5 MHz which is sent fromthe GPS satellite 3. The GPS receiver 12 receives and demodulatesposition-measuring radio waves sent from a plurality of GPS satellites,through the GPS antenna 4, and also calculates the current positioninformation of the flag machine 1 (e.g., latitude-longitudeinformation), based on the demodulated signal. Furthermore, the GPSreceiver 12 outputs the calculated current position information to thecontrol section 20. The GPS is a position measuring system utilizingartificial satellites, and receives radio waves from three or moresatellites of a total of 24 satellites disposed four by four in sixearth-circling orbits, also calculates the distance between thereceiving spot and each satellite from the arrival time, and measuresthe position of the receiving spot (in the case of 3 satellites, atwo-dimensional position, latitude and longitude).

The transmitting-receiving antenna 5 is used for receiving informationtransmitted from the self-radio machine or self-parent machine, andtransmitting information to the self-radio machine or self-parentmachine. The transmitting-receiving antenna 5 employs, for example, anon-directional antenna. The transmitter-receiver 13 demodulates theinformation from the self-parent machine, received through thetransmitting-receiving antenna 5, and outputs information for gameprogress to the control section 20. In addition, thetransmitter-receiver 13 modulates information (particularly thepositional information of the flag machine 1) which is sent from thecontrol section 20 to the self-parent machine, also transmits themodulated information through the transmitting-receiving antenna 5, andrelays information between the self-parent machine and the self-radiomachine.

The control section 20 is constructed, for example, of a microcomputerthat is operated by manipulating the switch input section 14. Thismicrocomputer controls the general operation of the flag machine 1 byloading the program stored in the ROM 16 into the RAM 17 and executingthe program. The microcomputer also receives the positional informationfrom the GPS receiver 20, responds to the switching action of theinstallation detecting section 15 that is made on when the flag machine15 is placed on the ground, and realizes a positional-informationnotification function of sending out the positional information at thattime to the self-parent machine. Note that these functions may beperformed in a hardware manner.

The display unit 18 is used to monitor the operation of the flag machine1 or display the current position. The voice output unit 19 is used toamplify and output a command sent from the self-parent machine. Theself-radio machine also has the function of amplifying and outputting acommand sent from the self-parent machine. Therefore, if the flagmachine 1 communicates with the self-parent machine by use of thisself-radio machine, the voice output unit 19 of the flag machine 1 canbe eliminated.

III. Referee Machine and Parent Machine

As previously described, a single referee machine is employed and asingle parent machine is employed in each team. That is, the gamerequires a single referee machine and two parent machines. The refereemachine and the parent machine, as shown in FIG. 3, can be constructedwith a general-purpose personal computer 30, a communication modem 31,and a radio communication unit 32 with a data transfer function (whichis not limited to the portable telephone shown in the figure). Thereferee machine and the parent machine are the same in appearance. Theyare differentiated from each other by programs that are executed. Thatis, if a program for the referee machine is executed, the personalcomputer 30 is used as the referee machine. If a program for the parentmachine is executed, the personal computer 30 is used as the parentmachine. An allowable enclosure time can be set to the referee machine.The referee machine has measurement means for measuring time from startof the flag machine, and decision means for deciding whether or not theflag machine has succeeded in enclosing an area within theaforementioned set time. The referee machine further hasenclosure-result computation means for computing an enclosed area, or amoving measured-value converted distance for the flag machine, when theenclosure is successful.

IV. Function Common to the Referee Machine and the Parent Machine

The referee machine and the parent machine, in addition to having thefunctions that the personal computer 30 has (e.g., a display function, afile managing function, a data input-output function, a printingfunction, etc.), further have a function of recognizing thecommunication modem 31.

V. Functions Peculiar to the Referee Machine

The referee machine, in addition to having all the functions necessaryfor game progress, that is, a function of identifying the parent machineor flag machine, a function of receiving information transmitted fromthe parent machine (and also receiving information transmitted from theflag machine through the parent machine), and a function of selectingnecessary information and transferring the information to the parentmachine, further has a variety of functions for generation of thevirtual game area, game mediation, decision of victory or defeat,management of a game time, evaluation of game results, etc.Particularly, the function of deciding victory or defeat isindispensable to this referee machine.

In the referee machine, victory or defeat is decided based on thefollowing conditions. Initially, the referee machine sequentiallyacquires spot coordinate information on each player of each team fromthe parent machine of each team. This spot coordinate information forthe A-team, for example, indicates the installation place of the flagmachine, carried by the players of the A-team, and placed on anarbitrary spot. The spot coordination information is specified byutilizing radio waves sent from GPS satellites. The referee machinecomputes a triangular figure from a plurality of continuous spotcoordinates acquired within a predetermined time by the A-team. Forinstance, a triangular figure is computed from three continuous spotcoordinates acquired by the A-team immediately after start of the game.In the case where a triangular figure has been computed, anothertriangular figure is computed from three spot coordinates that includethe last vertex of the first triangular figure. And the areas of thetriangular figures are compared between teams. A team with a larger areawins the game. For example, assuming “a” represents the total area ofthe triangular figure in the A-team and that “b” represents the totalarea of the triangular figure in the A-team, the A-team wins the gamewhen a>b.

Note that in the case where the area of a triangular figure is notwithin a criterion, the triangular figure can be invalidated. In thiscase, if the team is caused to return to the first vertex of thetriangular figure, it is desirable because the complexity of the gameincreases.

In addition, the total of the three sides of the triangular figure maybe employed instead of the area of the triangular figure. That is, thetotals of the three sides of triangular figures are compared betweenteams. The team whose total of the three sides of a triangular figure isgreater wins the game. As with the aforementioned case, in the casewhere the total of the three sides of a triangular figure is not withina criterion, the triangular figure can be invalidated. The team can beinstructed to return to the first vertex of the triangular figure.

VI. Functions Peculiar to the Parent Machine

The parent machine has only the functions, necessary for the action ofthe self-team, among the functions necessary for game progress. In otherwords, the parent machine has only the function of completely graspingthe movement of the self-team and the function of grasping part of themovement of the opponent team, among the functions that the refereemachine has. Since the parent machine can grasp only part of themovement of the opponent team, the operator of the parent machine needsto predict the strategy and intention of the opponent team from a smallamount of information to control the movement of the players of theself-team. A difference in skill occurs between the operators of theparent machines and increases the excitement of the game.

VII. Construction of the Referee Machine and Parent Machine

FIG. 4 shows a block diagram of the referee machine or parent machine(hereinafter represented with the referee machine). In the figure, thereferee machine R is equipped with a transmitting-receiving antenna 33,a transmitter-receiver 34, a switch input section 35, a ROM 36, a RAM37, a display unit 38, a voice output unit 39, and a control section 40.If it is constructed as shown in FIG. 3, the referee machine R isfurther equipped with a hard disk, a CD-ROM drive, a PC card slot, etc.The referee machine R functions as the referee machine or the parentmachine by executing a referee-machine program or a parent-machineprogram, installed in the hard disk. Note that thetransmitting-receiving antenna 33 and transmitter-receiver 34 in FIG. 4correspond to the communication modem 31 and portable radiocommunication unit 32 of FIG. 3. The switch input section 35 in FIG. 4corresponds to the input devices (keyboard, mouse, pointing device,etc.,) of the personal computer 30 of FIG. 3.

The control section 40 realizes the functions required of the refereemachine or parent machine by executing the referee-machine program orparent-machine program. However, there is a great difference ininformation transmission between the referee machine and the parentmachine. That is, the referee machine can transmit and receiveinformation between itself and all the parent machines, while the parentmachine can transmit and receive information only between itself and thereferee machine. The management of such information transmission can berealized if a sender-identifying code is contained in information sothat the parent machine can receive only the information sent from thereferee machine. Furthermore, the information that is transmitted fromthe referee machine to the parent machine is limited to informationnecessary for the team to which that parent machine belongs. In the casewhere information for the opponent team is transmitted in error, theprogress of the game is disturbed. The management of receivers to whichinformation is transmitted can also be realized by containing adestination-identifying code into information.

VIII. Example of an Actual Game Area or Virtual Game Area

FIG. 5 illustrates an example of an actual game area or virtual gamearea. In the figure, a position 51 for the A-team line (hereinafterreferred to as an A-team position) and a position 52 for the B-team(hereinafter referred to as a B-team position) are disposed to face eachother across a game area 50. The referee machine R is disposed in aproper place between the A-team position 51 and the B-team position 52.The parent machine M_(a) for the A-team is disposed in a proper placewithin the A-team position 51. Similarly, the parent machine M_(b) forthe B-team is disposed in a proper place within the B-team position 52.Furthermore, the flag machine F_(a) for the A-team is disposed near theparent machine M_(a), and the flag machine F_(b) for the B-team isdisposed near the parent machine M_(b).

The declaration of the setting of a camp by each team is made by placingthe flag machine F_(a) or F_(b) on a proper spot, then transmitting thecoordination information on that spot to the parent machine M_(a) orM_(b) and the referee machine R, and setting a proper spot 53 a or 53 bonto an imaginary line La or Lb passing through the installation pointof the flag machine F_(a) or F_(b). In the illustrated example, theA-team position 51 is disposed above the imaginary line L_(a), and theB-team position 52 is disposed below the imaginary line L_(b).

In FIG. 5, the positions of both teams (L_(a), L_(b)), the positions ofthe parent machines (M_(a), M_(b)), the positions of the flag machines(F_(a), F_(b)), etc., are shown. However, these should be grasped onlyby the referee machine R. The parent machines (M_(a), M_(b)) of bothteams should grasp only minimum information necessary for game progress,that is, all information related to the self-team and the position ofthe opponent team. Therefore, only the positions of M_(a), F_(a), andL_(b) are displayed on the screen of the parent machine M_(a) of theA-team. Similarly, only the positions of M_(b), F_(b), and L_(a) aredisplayed on the screen of the parent machine M_(b) of the B-team.

The victory or defeat of the game, as described above, is decided bycomparing the areas of the triangular figures (or totals of the threesides of the triangular figures) acquired by both teams, and the rulefor acquiring an area is as follows:

IX. Rule for Acquiring an Area

The configuration of an area that can be acquired in one round of thegame is limited to a triangle. The kind of the triangle does not matterif it has three vertexes. The flag machine is set at each vertex, andthe positional coordinate information at the vertex is transmitted tothe parent machine and the referee machine.

FIG. 6 shows one round of the game. The flag machine is set at the firstvertex F1 which is a start spot, and the positional coordinateinformation is transmitted. Then, the flag machine is moved and set at avertex F2, and the positional coordinate information is transmitted.Next, the flag machine is moved and set at a vertex F3, and thepositional coordinate information is transmitted. In this manner, oneround of the game ends. As shown in FIG. 6B, the area D1 enclosed by thethree sides 55 to 57 between the vertexes F1 to F3 is an area acquiredby the team having the flag machine. When this occurs, the measurementmeans of the electronic unit 6 measures the time that has elapsed fromthe point of time that installation of the flag machine was started. Aset time allowable for each enclosing has been input to the refereemachine. If the registered data for the measured spot F2, and theregistered data for the measured spot F3 following F2 and F1, are nottransmitted within the aforementioned set time, the enclosure decisionmeans of the referee machine R decides that the team has failed toenclose a triangle. On the other hand, if the data for the measured spotF2 and the data for the measured spot F3 are transmitted within the settime, the enclosure decision means decides that the team has succeededin enclosing a triangle. And the area of the triangle is computed by theenclosure-result computation means.

In the second round and the rounds thereafter, the operation of settingthe flag machine is performed only twice, because the flag machine ismoved from one of the vertexes of the triangle acquired in the previousround. That is, in FIG. 7, the vertex F3 is one of the vertexes of thetriangle that has been acquired. The flag machine is moved from thisvertex F3 to a vertex F4 and is set at the vertex F4. Then, the flagmachine is moved to a vertex F5 and set at the vertex F5. In theillustrated example, the total of the area D1 of the previously acquiredtriangle and the area D2 enclosed by the sides 58 to 60 between thevertexes F3 to F5 is the total of the areas acquired by the team havingthe aforementioned flag machine. The total area (D1+D2) is compared withthat of the opponent team to decide victory or defeat. In the case wherethe total of the three sides of a triangle is compared with that of theopponent team, the comparison may be made for each triangular figure.

X. Display of an Interference Area

If the round of the game is repeatedly performed, there will occur caseswhere the acquired area of one team overlaps part of the acquired areaof the other team. In such cases, the place where the flag machine ofthe opponent team was installed can be predicted by utilizing theaforementioned interference. As illustrated in FIG. 8, it is now assumedthat the acquired area of one team partially overlaps that of the otherteam. A triangle 54 shown by a broken line indicates the acquired areaof the A-team, while a triangle 55 shown by a broken line indicates theacquired area of the B-team. The interference area between the triangles54 and 55 is indicated by a shaded portion 56. The display of FIG. 8 isthe screen of the referee machine R. In the screens of the parentmachines M_(a), M_(b), only the acquired area of the self-team and theinterference area are displayed. The display screen of the parentmachine M_(a) in the A-team is shown in FIG. 9A, and the display screenof the parent machine M_(b) in the B-team is shown in FIG. 9B. Thus, anarea acquired by the opponent team is not displayed.

In FIG. 9A, an intersection 59 can be obtained, if two sides 57, 58, notcontacting with the three sides of a triangle 54, among the four sidesof an interference area 56, are extended. In FIG. 9B, an intersection 62can likewise be obtained, if two sides 60, 61, not contacting with thethree sides of a triangle 55, among the four sides of the interferencearea 56, are extended. The intersection 59 or 62 is one of the threevertexes of the triangle acquired by the opponent team. Therefore, withthis result of prediction, the following rule (for extinguishing an areaacquired by the opponent team) can be positively utilized. This is ableto increase the excitement of the game.

XI. Rule for Extinguishing an Area Acquired by the Opponent Team

In the case where a vertex of a triangle acquired by an opponent team(hereinafter referred to as an inclusion vertex) is included in theinterior of a triangle acquired by a self-team, the triangle of theopponent team having the inclusion vertex is invalidated andextinguished. If the middle triangle in a plurality of continuoustriangles is extinguished, triangles separated from the camp of the teamwill occur and the supply line will bed is connected. Therefore, unlessthe separated state is eliminated, or the team quickly rush into theopponent team, the team will no longer win the game. In this rule,instead of extinguishing a triangle, the triangle may be added to anarea acquired by a self-team.

XII. Progress of the Game

FIG. 10 illustrates how the game is actually performed pursuant to therules mentioned above. The situations of war in both teams are displayedon the screen of the referee machine R. In the figure, referencecharacters A1 to A7 denote spots at which the flag machine of the A-teamwas set, and reference characters B1 to B7 denote spots at which theflag machine of the B-team was set. Subscript numbers 1 to 7 indicatethe order in which the flag machine is set. In this example, the flagmachine in the A-team has been set at the seventh spot A7, andsimilarly, the flag machine in the B-team has been set at the seventhspot B7. The interference areas between both teams are represented byreference numerals 63 to 56, respectively.

The progress of the game is displayed on the screen of the parentmachine M_(a) of the A-team, as shown in FIG. 11. The progress of thegame is also displayed on the screen of the parent machine M_(b) of theB-team, as shown in FIG. 12. The operator of the parent machine M_(a) inthe A-team or the operator of the parent machine M_(b) in the B-teamdecides whether the self-team overruns the flag-machine spots of theopponent team or rushes into the opponent position, while viewing thedisplay screen mentioned above. Based on the decision, the operator ofthe parent machine will transmit a proper command to the players of theself-team. The operator of the parent machine M_(a) in the A-team,forexample, can predict some (B3 to B6) of the flag-machine spots of theopponent team, as shown in FIG. 11. Furthermore, the operator of theparent machine M_(a) can decide that the self-team should overrun theflag-machine spot B3, because the flag-machine spot B3 is locatedbetween the current flag-machine spot A7 of the self-team and theopponent position. According to this decision, the operator of theparent machine M_(a) in the A-team can transmit a proper advancingdirection and a proper distance to the players of the self-team and setthe flag machine at a spot so that the flag-machine spot B3 is included.

On the other hand, the operator of the parent machine M_(b) in theB-team can predict some (A5 to A7) of the flag-machine spots of theopponent team, as shown in FIG. 12. However, the flag-machine spots A5to A7 are located on the side opposite to the advancing direction of theplayers of the self-team. In this case, it can be decided that rushinginto the opponent position is preferable to overrunning the flag-machinespots A5 to A7. According to this decision, the operator of the parentmachine M_(b) in the B-team can transmit a proper advancing directionand a proper distance to the players of the self-team and set the flagmachine at a spot within the opponent position (beyond the line L_(a)).

At the time that either team has entered the opponent position, the gameends. The victory or defeat of the game is determined by the size of thearea that has been acquired until the end of the game.

According to the aforementioned embodiment, as described above, a gamerequiring movement of the body can be performed by utilizing GPSsatellites. That is, a player sets an arbitrary spot within an extensivegame area in cooperation with the other players of the self-team toacquire an area. If the round of the game is repeated, the players willoverrun the spot acquired by the opponent team or rush into the opponentposition. Furthermore, the progress of the game is made in a virtualgame area. This can interest people being accustomed to indoor gamessuch as television games, particularly young people. And young peopleare urged to join the game. Thus, the game system of the presentinvention is capable of making a contribution to the relation withpeople and the growth and health promotion of the body.

FIG. 13 illustrates another game rule suitable for the aforementionedembodiment. In the figure, two kinds of skull marks are disposed withinthe game area 50. One skull mark A_(d) is set at an arbitrary positionby the A-team, while another skull mark B_(d) is set at another positionby the B-team. The skull mark of an opponent team is not displayed onthe screen of the parent machine of a self-team. If the players of theA-team set the flag machine so that the skull mark B_(d) is included,the skull mark B_(d) is displayed on the screen of the parent machine ofthe A-team when the triangle is formed, and the triangle is invalidated.That is, if it is set at a spot important to defense a self-team, theskull mark can block the way of an opponent team. Note that if thenumber of skull marks is excessively increased, it will disturb thegame. Therefore, it is desirable that the maximum number of skull marksbe determined by mutual consent. It is also desirable that the maximumnumber be managed by the referee machine.

In another embodiment, the decision of enclosure differs from that inthe aforementioned embodiment. For example, in FIG. 6, the flag machinemoves from the start spot F1 to the spots F2 and F3 and then returns tothe start spot F1, and at the start spot F1, the installation detectingsection 15 is operated. At this time, the return spot is within a setdistance from the start spot and is set to an allowable error range suchthat the enclosure decision means decides that enclosure is successful.The enclosure decision means may be programmed so that the set distancebecomes shorter with the lapse of time. The next start may be anyposition within the enclosed area, and players need to know whether ornot the position is within the enclosed area. For this reason, a spotmeasured with the flag machine is transmitted to the referee machine.Whether the measured spot is within the enclosed area is transmittedfrom the referee machine to the flag machine and is displayed on theflag machine. Note that the subsequent start will be penalized if areturn spot is not obtained within a predetermined time detected by theinstallation detecting section.

In the embodiments mentioned above, a score is obtained when the flagmachine draws a triangle. However, the flag machine may draw a polygonor a circle.

While the present invention has been described with reference to thepreferred embodiments thereof, the invention is not to be limited to thedetails given herein, but may be modified within the scope of theinvention hereinafter claimed.

What is claimed is:
 1. A game system comprising: detection means fordetecting a position of a spot moved from a start spot; measurementmeans for measuring time; decision means for deciding whether or notspots measured by said detection means have enclosed an area within aset time measured from said start spot by said measurement means; andcomputation means for computing a size of a distance between themeasured spots, or a size of said area enclosed with said measuredspots, when said decision means decides that there has been enclosure;wherein victory or defeat of a game player is determined by the size ofsaid length or the size of said area, computed by said computationmeans.
 2. The game system as set forth in claim 1, wherein said decisionmeans decides that there has been enclosure, when the last spot of saidmeasured spots is within a set distance from said start spot.
 3. Thegame system as set forth in claim 1, wherein said set distance in saiddecision means is varied with the lapse of time measured by saidmeasurement means.
 4. The game system as set forth in claim 2, whereinsaid set distance in said decision means is varied with the lapse oftime measured by said measurement means.
 5. The game system as set forthin claim 1, wherein said set time that is measured with said measurementmeans can be set so that it varies with every start.
 6. The game systemas set forth in claim 2, wherein said set time that is measured withsaid measurement means can be set so that it varies with every start. 7.The game system as set forth in claim 3, wherein said set time that ismeasured with said measurement means can be set so that it varies withevery start.